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澳門青少年沉迷網絡遊戲之研究
Date Issued
2020
Author(s)
Chai, Chin
Abstract
本研究以澳門青少年對於沉迷網絡遊戲的感受和態度為焦點,運用半結構式訪談法,探討在沉迷網絡遊戲的青少年中,青少年對網絡遊戲的認知、家人的態度和影響、青少年對社交的想法、青少年對自身未來的認知和憧憬、青少年對自身喜愛網絡遊戲的想法。本研究訪問六位年齡由 15-19 歲、有沉迷網絡遊戲傾向的本澳青少年。研究結果顯示:
一、在青少年認知中網絡遊戲屬於興趣愛好的一種,且身邊接觸的同儕、成年人、電視資訊等也有沉迷網絡遊戲的現象,故他們覺得即使自己也是沉迷網絡遊戲的一員亦不需要大驚小怪,是「很正常的事」。
二、家人對青少年玩網絡遊戲的態度可以分為強烈反對和開放態度。強烈反對會令家人之間關係變壞繼而致使青少年產生痛苦和無奈等情緒,而家人態度為開放態度的青少年則會為了家人嘗試改變玩網絡遊戲的習慣。
三、青少年認為網絡遊戲世界很容易認識朋友,因為網絡遊戲中玩家彼此有共同的愛好、有共同的目標。但若網絡遊戲佔用了青少年生活中大量的時間,會影響青少年在日常生活中的交友能力。
四、網絡遊戲對青少年的未來人生規劃有一定的影響,例如被曾玩過的網絡遊戲設計所吸引,而期盼成為遊戲設計師。或想成為和網絡遊戲相關的電競選手。
五、青少年覺得網絡遊戲對他們有一定的意義和價值,這些意義和價值體現在網絡遊戲的自主性、自豪感、受尊敬感和被依頼感,讓他們獲得現實生活中缺乏的成功感。
本研究根據研究之結果提出建議,以作為政府、家長、學校、教師之參考。
This study focused on understanding teenager’s feelings and attitudes towards addiction to online games in Macau. The semi-structured interviews were used in this study to explore teenagers’ perceptions of online games, their family members’ attitudes and influences, teenagers’ thoughts on social contacts, perceptions and prospect of their own future, as well as thoughts on their love for online games. In this study, six Macau teenagers aged from 15 to 19 inclined to be addicted to online games were interviewed. The main findings of this study were as follows:
1. Teenagers considered it one of their hobbies and interests to play online games. Some peers and adults around them were also addicted to online games, in addition, it was also reported on TV and news media. As a result, teenagers thought it common and normal rather than surprising that they were one of those who were addicted to online games.
2. The attitude of teenagers’ family towards their playing online games could be classified into strongly opposing attitude and open attitude. Strongly opposing attitude would make the relationship between family members turn worse, further causing
teenagers to feel distressed and helpless. While teenagers whose family held the open attitude would enable the teenagers to try to get rid of the habit of playing online games.
3. Teenagers thought it easy to make new friends in the online game world, for online game players had the same hobbies and common goals with each other. However, if teenagers spend a great deal of time playing online games, it will affect
their ability to make friends in their daily life.
4. Online games could affect teenagers' future life planning to certain extent. For instance, attracted by the design of an online game that they have once played, they might dream to be a game designer, or to be an e-sports player related to online games.
5. Teenagers believed that it was of certain significance and value for them to play online games, which was reflected in the feeling of success they had obtained through the autonomy, sense of pride, sense of being respected and sense of being
depended on, which were brought to them by online games rather than real life.
Based on the research findings, relevant suggestions were put forward in this study for the reference of the government, parents, schools and teachers.
一、在青少年認知中網絡遊戲屬於興趣愛好的一種,且身邊接觸的同儕、成年人、電視資訊等也有沉迷網絡遊戲的現象,故他們覺得即使自己也是沉迷網絡遊戲的一員亦不需要大驚小怪,是「很正常的事」。
二、家人對青少年玩網絡遊戲的態度可以分為強烈反對和開放態度。強烈反對會令家人之間關係變壞繼而致使青少年產生痛苦和無奈等情緒,而家人態度為開放態度的青少年則會為了家人嘗試改變玩網絡遊戲的習慣。
三、青少年認為網絡遊戲世界很容易認識朋友,因為網絡遊戲中玩家彼此有共同的愛好、有共同的目標。但若網絡遊戲佔用了青少年生活中大量的時間,會影響青少年在日常生活中的交友能力。
四、網絡遊戲對青少年的未來人生規劃有一定的影響,例如被曾玩過的網絡遊戲設計所吸引,而期盼成為遊戲設計師。或想成為和網絡遊戲相關的電競選手。
五、青少年覺得網絡遊戲對他們有一定的意義和價值,這些意義和價值體現在網絡遊戲的自主性、自豪感、受尊敬感和被依頼感,讓他們獲得現實生活中缺乏的成功感。
本研究根據研究之結果提出建議,以作為政府、家長、學校、教師之參考。
This study focused on understanding teenager’s feelings and attitudes towards addiction to online games in Macau. The semi-structured interviews were used in this study to explore teenagers’ perceptions of online games, their family members’ attitudes and influences, teenagers’ thoughts on social contacts, perceptions and prospect of their own future, as well as thoughts on their love for online games. In this study, six Macau teenagers aged from 15 to 19 inclined to be addicted to online games were interviewed. The main findings of this study were as follows:
1. Teenagers considered it one of their hobbies and interests to play online games. Some peers and adults around them were also addicted to online games, in addition, it was also reported on TV and news media. As a result, teenagers thought it common and normal rather than surprising that they were one of those who were addicted to online games.
2. The attitude of teenagers’ family towards their playing online games could be classified into strongly opposing attitude and open attitude. Strongly opposing attitude would make the relationship between family members turn worse, further causing
teenagers to feel distressed and helpless. While teenagers whose family held the open attitude would enable the teenagers to try to get rid of the habit of playing online games.
3. Teenagers thought it easy to make new friends in the online game world, for online game players had the same hobbies and common goals with each other. However, if teenagers spend a great deal of time playing online games, it will affect
their ability to make friends in their daily life.
4. Online games could affect teenagers' future life planning to certain extent. For instance, attracted by the design of an online game that they have once played, they might dream to be a game designer, or to be an e-sports player related to online games.
5. Teenagers believed that it was of certain significance and value for them to play online games, which was reflected in the feeling of success they had obtained through the autonomy, sense of pride, sense of being respected and sense of being
depended on, which were brought to them by online games rather than real life.
Based on the research findings, relevant suggestions were put forward in this study for the reference of the government, parents, schools and teachers.
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